This is a list of modification, modules and cargo. Many are the result of research done during previous outpost games! This is a direct quote from Outpost:Exile and I will be updating and altering it in time before posting the first real turn.
Expanded superstructure. Cost: 20 RU Mass 15
Additional support beams are welded on to the existing superstructure and the outer hull is greatly expanded.
+30 size This improvement can be applied up to two times.
Reinforced Hull 20 RU Mass 20
By applying a layer of high-quality duranium-steel armor and a layer of lead on top of the more mundane existing plating, the internal systems of the vessel become far better protected from external threats, such as micrometeorite impacts, radiation sources and possible local phenomena at target planet - as well as the likely traumatic landing.
+20 to crashlanding phase rolls
+10 to emergencies and maintenance related to Hull Breaches
Extra source of high quality steel and lead
Atmospheric flight conversion. Cost 10 RU Mass 15 Size 5.
While not exactly living up to a promise of flight in atmospheric conditions, the added fixed wings, enhanced thrusters, steering and landing gear do add a degree of maneuverability. The vessel will not be a fighter jet by any means, but will exceed the previous 'falling brick' levels of aerodynamics, allowing pilots far greater control over the vessel during the landing operation if doing so in an atmosphere.
+20 to reentry, flight and landing phases in Earth like atmospheres
Bonus may be much less (like on a low atmosphere planet) or negative (like if the rockets ignite the atmosphere for example) in some kinds of landing situations
Planned deconstruction. Cost 5 RU Mass 2 Size 2
The plan has always been for the Outpost vessels to be deconstructed at the destination. However, due to the time and size limitations at hand before departure from Sol must begin, to save time the vessels have not been purpose-built as default with systems and designs to make this particularly easy. Executing this modification ensures the outer shell, all subsystems and even controls and cabling are easy to remove and repurposed at the destination, without compromising structural integrity of the completed vessel for the journey.
Most removal will be trivial difficulty (no roll) anything tricky, like damaged systems, will be at +20.
Scavenging the ship for parts and raw materials will have better results.
Rugged construction. Cost 15 RU Mass 5 Size 5 units
While the outpost ships are of course constructed with all possible care, on a spaceship which must remain so long in-flight will inevitably suffer from damage or other problems. By increasing the tolerances of stressed systems and structures, installing backups and safeties where space allows, and ensuring good design for crew action and systemic reliability, the chance of accidents can be significantly reduced, and their control made easier if they do occur.
+10 to maintenance and relevant emergency rolls.
Suggest one! I will determine the cost, size, and mass, but anything within reason can be either built on or researched and then built, if you think of it.
Command centre (electronic central computer) Cost 10 RU Mass 1 Size 2 Electricity 0.5 MW
Basic ship command, featuring controls wired to most ship systems.
Requires 5 persons awake at all times.
Advanced Command centre (optronic central computer) Cost 20 RU Mass 1 Size 1 Electricity 1 MW
Improved processing speed, durability and hard drive storage capacity over electronic command, as well as improved automatic systems, make for a smaller, more autonomous, and more reliable command centre.
Requires 3 persons awake at all times.
Advanced Technology; repairs at -10 and require advanced parts.
Smart Command centre (optronic central computer /w Expert Systems) Cost 30 RU Mass 2 Size 2 Electricity 3 MW
An optical-electronic computer connected to a series of high-tech expert systems for increased automation, navigation, self-optimization, software debugging and crisis management.
Requires 1 person awake at all times.
Advanced Technology; repairs at -10 and require advanced parts.
Other maintenance and repair rolls at +5
Note:Over 75 Thrust will cause medical issues, over 100 will kill.
Electrostatic Ion Engine Cost 15 RU Mass 5 Size 3 Electricity 15 MW Thrust 25
Does not require fuel.
VSI Magnetoplasma Rocket Cost 10 RU Mass 15 Size 10 Electricity 1 MW Thrust 40
Requires 0.75 fuel/year.
Rugged technology, unlikely to malfunction. +10 to maintenance rolls
Fusion Plasma Torch Cost 5 RU Mass 5 Size 12 Electricity +10 MW (net producer) Thrust 50
Uses 1 fuel/year.
Rugged technology, unlikely to malfunction. +10 to maintenance rolls
Magnetoplasmadynamic Thruster Cost 10 RU Mass 10 Size 4 Electricity 5 MW Thrust 60
Uses .75 fuel/year. Requires any fuel tank.
Advanced Technology; repairs at -10 and require advanced parts.
Radioisotope thermoelectric battery Cost 1 RU Mass 1 Size 1 Generates 2 MW for 50 years.
Note: Simple technology, fast and easy to install, can be installed in any quantity after intitial build order. Extremely unlikely to malfunction. Cannot be refuelled.
He-3 Inertial Fusion generator /w external radiators Cost 20/50/100 RU Mass 5/12/25 Size 5/15/35 Generates 50 / 100 / 200 MW
Uses 1/1.25/1.5 fuel/year. Can run at anywhere from 50% output/fuel-use to the listed levels.Note:
Rugged technology, unlikely to malfunction. +10 to maintenance rolls.
He-3 MCF Fusion generator /w external radiators Cost 10 / 30 RU Mass 3 / 12 Size 5 / 20 Generates 75 / 150 MW
Uses 0.75/1.25 Fuel/year. Can run at anywhere from 50% output/fuel-use to the listed levels.
Advanced Technology; repairs at -10 and require advanced parts.
Note:Cryogenic suspension requires 1/5 the life support and 1/10 the food.
Biodome /w hydroponics 5 RU Mass 2 Size 20 5 MW
Provides near-indefinite life support for 10 awake persons / 50 cryosleepers.
Note: Meditative atmosphere and living plants help stave off psychological issues +5 moral.
Vulnerable to external damage. -10 to crash saves and other external forms of damage.
Requires 1 additional person awake.
Provides food.
Oxygen scrubbers & water recyclers. 5 RU Mass 3 Size 1 2 MW
Provides life support for 20 awake persons / 100 cryosleepers.
Does not provide food. Crew requires food stores.
Requires 1 additional person awake.
Closed Loop Life Support /w hydroponics 20 / 40 RU Mass 3 / 5 Size 4 / 8 Electricity 6 / 10 MW
Provides near-indefinite life support for 15 / 30 awake persons or 75 / 150 cryosleepers.
Requires 1/3 additional persons awake.
Provides food.
Composite Biomedical Support Facility (CBSF) Cost 50 RU Mass 22 Size 16 Electricity 17 MW
A basic medbay, a closed-loop Life-support system, and compact crypods packed into one module.
Provides life support to 24 awake or 120 cryosleepers.
Stores 40 cryopods.
Provides basic medical facilities. No penalty to medical checks.
Note: High maintenance; more likely to fail in-flight. -10 to maintenance checks and emergencies.
He-3 Fuel Tank Cost Cost 2 / 4 / 6 / 8 RU Mass 3 / 6 / 9 / 12 (including fuel) Size 2 / 4 / 6 / 8
Holds 4/8/12/16 fuel. Pressurized tank of He-3, to act as all-purpose fuel for a large variety of fusion based systems.
Cargo bay /w industrial cargo handling system. Cost 1 / 2 / 4 RU Mass 0.5 / 1 / 2 Size 11 / 22 / 43
Allows the Outpost vessel to carry greater amount of cargo safely, adding 10 / 20 / 40 units of cargo space.
Cryogenic pods Mk II (20/40 persons). 12/24 RU Mass 22/44 Size 16/32 Electricity 17/34 MW
Additional crew for the Outpost mission, this unit allows the vessel to carry a larger complement of human workforce than a standard cryo pod module.
Requires 1 month wake up time for up to 10 individuals with minimal risks.
More woken up or shorter times may include penalties or prove fatal.
Ark Cryopods. (25/50 Persons) 15/30 RU Mass 20/40 Size 5/10 Electricity 5/10 MW
Additional crew for the Outpost mission. This unit is more compact than other Cryogenic systems, but relies on centralized life support systems and deep hibernation cycles.
Due to deep sleep cycles requires 3 month wake up time for up to 10 individuals with minimal risks.
More woken up or shorter times may include penalties or prove fatal.
Multipurpose Care- and Habitation Bay Cost18 RU Mass 12 Size 12 Electricity 8 MW
A modular bay containing little space for additional cryo pods (15 of them), as well as a standard emergency care medical bay and machine shop with damage control equipment. This bay can be installed as a single unit, but weights slightly more than the individual parts put together. Additionally, it is slightly larger than the cargo bay it was based on.
15 cryopods added.
Requires 1 month wake up time for up to 10 individuals with minimal risks.
Provides basic medical facilities. No penalty to medical checks.
Provides basic maintenance facilities. No penalty to maintenance checks.
Hands-on types of the crew will find it relaxing, to be able to unleash their imaginations into something concrete. +5 Moral.
Provides a repair and maintenance slot with 4 manpower.
Provides a construction slot for 4 manpower at -20; Can not produce with advanced tech.
Automated Satellite Launcher CostCost 5 RU Mass 8 Size 2
This system is connected to the cargo bays with loading rails, allowing a simple program from the command centre to load, prepare and launch into desired trajectory a stored satellite, prior to landing on target planet. Without it, any satellites will have to be dumped out the airlock and attempt to get into a stable orbit with attitude-control jets.
Satellite launches while in orbit are trivial tasks.
Damage Control & machine shop. CostCost 3 RU Mass 2 Size 4 Electricity 1 MW
Series of metalworking machines, cutting equipment and tools, and diagnosis computers intended to give minor manufacturing and modification capability to a ship. A large help in repairing broken systems, and can even be used for small construction projects.
Provides basic maintenance facilities. No penalty to maintenance checks.
Hands-on types of the crew will find it relaxing, to be able to unleash their imaginations into something concrete. +5 Moral.
Provides a repair and maintenance slot with 4 manpower.
Provides a construction slot for 4 manpower at -20; Can not produce with advanced tech.
Interstellar Communications Laser Cost20 RU Mass 1 Size 0 Electricity 15 MW
Previously a theoretical concept only, this massive mirror and modulated laser should be able to communicate with e-mail type messages, still images and very short small-resolution videos at short interstellar distances up to 25 light years. Of course, you need someone with similar equipment on the receiving end for this system to be any real benefit.
Note: The system is by necessity exposed to space micrometeors might cause damage. Reliability unknown. Ability to communicate to outside the vessel might help, or cause, psychological issues.
Medical Bay CostCost 3 RU Mass 1 Size 2 Electricity 1 MW.
Tightly packed, this subsystem provides small scale medical support to a handful of persons. Reference libraries, small drug stores and basic equipment for anything up to and including basic emergency surgery allows for treatment of most common illnesses and mundane injuries.
Provides basic medical facilities. No penalty to medical checks.
Recreational Commons Cost 5 RU Mass 4 Size 4 Electricity 1 MW.[/b]
A small bay for a VR pod, electronic library, a mini-gym, and soundproofed room for "communal relaxation" with appropriate supplies. Provides for basic human recreational comforts, if there is spare time available.
+10 moral during flight phase.
2 manpower provide +5 moral each during Outpost Phase.
Focused Detection Array Cost 6 RU Mass 1 Size 1 Electricity 2 MW.[/b]
A more focused long-range sensor system than basic sensors. While it requires not insubstantial amounts of power to use, sensor resolution has been improved by 200% and can take long-range measurements and readings of planets from great distances.
+10 to relevant science actions
More detailed information about planets
[Cargo List]
Containers of resources, in the form of raw material or finished parts, to be used for repairs in-flight or for use once the ship has landed. All resources come in Size-1 containers. Available types:
Common Materials. Cost 1 RU, mass 2. Refined metals and ceramics, used as material for most production and making Basic Parts.
Rare Materials. Cost 2 RU, mass 2. Ingots of uncommon or hard-to-produce materials, used for production of optronics, superconductors, fancy sensors, and the like. Also used to make Advanced Parts.
Basic Parts. Cost 2 RU, mass 1. Used for easier production of mechanical and electronic machinery, and provides a bonus to appropriate production or maintenance tasks.
May spend .1 basic parts for +10 to most construction and repair tasks.
Can be consumed in production and maintenance.
Advanced parts. Cost 3 RU, mass 1. Needed for production of Advanced technology, and some repairs; provides a bonus to maintenance on Advanced technology if they are not required.
May spend .1 advanced parts for +10 to related construction and repair tasks.
Can be consumed in production and maintenance.
Water Cost .5 RU, mass 2. Water is vital to most life, and the only so much can be conserved by even the best closed systems. This provides a source of water, for easy use, or in case there is none available at the destination.
Provides water for 20 people, a large hydroponics system or a large industrial facility, assuming it is recycled.
Air 1 RU, mass 1. Air is an important part of any Outpost, and it is often difficult to get more usable air from the environment. This contains tanks of pressurized air, usable for pressurizing the ship, the base, or anything else that needs it.
A tank can repressurize the interior of the outpost ship or up to a huge area, providing breathable air for a short period of time without a recycling system.
Food Cost .5 RU, mass 1 Compressed protein and vitamin bars, carbohydrate sludge and other such forms of slightly distasteful if highly nutritious examples of deep space food. Minimal quality, but sufficient for a healthy diet.
Provides food for 10 awake people for 10 years.
Advanced Medical Supplies Cost 2 RU, mass 1 A truck-container's worth of advanced medicines, drugs, and miniature medical equipment. Requires medical facilities to use. Can be used to quickly heal injured crew or replace damaged medical equipment.
.1 Can be consumed for a +10 to medical or medical science tests
1 unit could supply a large hospital.
Air tanks & vac suits 1 RU, mass 1 For some strange reason, people who routinely travel in space feel better if emergency vacuum suits and pressurized air tanks are available for those rare hull-breaches or life-support failures, for someone to have a chance at fixing them.
Provides 5 suits and 24h per suit of breathable air, along with tools to service and store them.
Using flexible shifts up to 8 manpower can work outside using them during the outpost phase.
Orbital Survey Satellite. Cost 10 RU, Size 3, Mass 3.
Highly developed satellite intended to be launched in to stable orbit over a planet or a moon. Using a variety of technologies, it slowly if steadily scans the body below it for mineral deposits and transmits the data regarding location, depth, materials and size of deposits to a ship or a ground installation using radio. A single satellite can fully scan an Earth-like planet in 10 years.
Durable, designed to last at least 5 years in expected conditions.
Provides +10 to one relevant mining, geological or exploration check per turn.
Weather Satellite Cost 10 RU, Size 3, Mass 3
A combination of passive and active technologies, this satellite is intended to gather information of atmospheric conditions. Moisture-analyzers, high-atmosphere wind speed measures, cloud radar, lightning bolt detectors, particle density optometers and other technologies make this satellite an effective orbital weather- and atmospheric analysis laboratory. Unfortunately, the design cannot incorporate the complex and power-hungry Expert Systems to collate and analyze the data for an on-the-spot prediction of weather conditions. This satellite can only provide a remote user with all the necessary information. In addition, a single satellite can only observe a limited area at a time the size of central Europe, for reference.
Provides a 2 manpower science slot for relevant atmospheric science or provides +10 to another related scientific or exploration action.
Communications Satellite. Cost 10 RU, Size 4, Mass 3
A relatively simple satellite which should allow communications to be bounced across the horizon with great accuracy. Just point any strong radio transmission at it, starting with a set of target coordinates, and it will beam it down to anywhere within range. However, that range is theoretically limited to a quarter of a planet's surface, even assuming it were a perfect sphere; also, the further from the center of that range the sender or receiver is, the worse the signal will be. Any atmospheric conditions which interfere with radio transmissions on the ground will have double the effect on transmissions passed through this satellite.
+10 to exploration actions
No penalty for long distance remote control and communications.
Survey Lander Cost 10 RU, Size 3, Mass 3
A semi-autonomous single use probe which can land on the surface of a world, move around for a period of time taking samples and recording with an array of advanced sensors, and then launch samples and data back into orbit for pickup.
Habitation Dome S / M / L Cost 2 / 4 / 6 RU, Size 1 / 2 / 3, Mass 0.5 / 1 / 1.5
An inflatable, fairly durable, vacuum rated plastic habitation dome with aluminum/titanium supports. Provides near-instant, basic empty space for equipment, living space or other such purposes. Simply find a flat piece of ground, assemble the supports, and inflate with air.
Provides a small medium or large space at trivial setup cost.
Armored Habitation Dome S / M / L Cost 4 / 6 / 8 RU, Size 1 / 2 / 3, Mass 2.5 / 5 / 7.5
With a core of basic Habitation Dome, this upgraded version includes a rigid outer shell of military-grade composite armor. It naturally weights quite a bit more and takes longer to fully assemble. However it provides solid protection from aggressive weather phenomena or micro-meteors, nearly guaranteeing the physical integrity of the Dome even in the most hazardous environments. Small dome is 300, medium 600 and largest 1000 square meters, with top height ranging from 5m to 20m.
Provides a small medium or large space with a simple action.
Protects against most environmental issues and provides a +20 bonus to any relevant emergencies.
Powered Exo-skeleton Constructor Units. Cost 2 RU, Size 3, Mass 2
A pair of advanced, 2.5m tall constructor units. Forget searching for the right tool, waiting for a crane to swing over or even most common hazards. Simply get into one of these, and you're a single-man hybrid of a constructor team and a cargo loader. The variants being offered to Outpost missions are atmospherically sealed.
Provides a 2 manpower construction slot.
Digging & drilling vehicles Cost 2 RU, Size 4, Mass 4
A pair of advanced vehicles powered by electric engines, intended to be operated by a single person each. These drill-headed, tracked vehicles can dig, burrow and drill through most rock without any real problems. Advanced servo technology allows them to dig even straight down, or make 90 degree turns in spaces smaller than they are, then haul out the materials with their internal containers. Atmospherically sealed and rollcage made from starship-hull grade materials make these excellent, modern tools for basic groundworking or underground drilling.
Provides a 2 manpower mining slot.
Heavy Bot Mech Cost 8 RU, Size 3, Mass 3
A hybrid child of a multipurpose bot team and a exoskeleton, the Heavy Bot can perform both mining and construction tasks as well as its normal multi-bot parents whilst encased in a heavier chassis for durability and ease of production with only needing to make one large optronic brain rather than several. The downside is that it works alone and can't perform swarm-logic like its little cousins, and still isn't as good as a dedicated bot team although more efficient than a regular exo duo. Still needs a human remote-control overseer to coordinate activity and make sure it doesn't wander off target.
Provides a mining, production or construction slot for 1 manpower. Flat +5 bonus.
Advanced technology.
Constructor Bot Team. Cost 15 RU, Size 5, Mass 4
A team of ten remote-operateable semi-automated constructor robots, that can build anything on personal or industrial scale. These things are not intelligent, but work tirelessly and with precision as long as intelligent oversight is present. They multiply the amount of physical labour a single human can accomplish to staggering amounts. You only need to periodically recharge their batteries. User's manual, remote-interface program, recharge station and maintenance manual included, as usual.
Provides a construction slot at +15 or a production slot at +5 for 1 manpower.
Swarm Logic reduces penalties for damaged or destroyed bots.
Advanced technology.
Mining Bot Team Cost 12 RU, Size 5, Mass 4
Used all over the place in the Sol-system asteroid fields, a single mining bot team works as a unit to dig into rock, excavate the materials, transport them to a site nearby and sort them according to rough criteria (such as "Iron ore here, porous rock there"). They are also often used for underground excavations, for constructor bots to create entire subterranean installations to the space opened up by these units. The bots are not intelligent and a team requires oversight from one human, if they are to accomplish anything. However, they are precise and efficient, and have to pause only for recharging. As usual, everything except actual spare parts are included in the package, to ensure stable long-term operation.
Provides a mining slot at +15 for 1 manpower.
Swarm Logic reduces penalties for damaged or destroyed bots.
Advanced technology.
Multipurpose Bot Teams Cost 17 RU, Size 5, Mass 4
By removing redundancies, half the members of both teams, and top end capabilities, a hybrid remote-operated bot team capable of both construction and digging is created. It cannot do either task as well as a full, dedicated bot team can, but are versatile and still ought to function more efficiently than either human-operated constructors or drillers at either task.
Provides a mining, production or construction slot for 1 manpower. Flat +5 bonus.
Swarm Logic reduces penalties for damaged or destroyed bots.
Advanced technology.
Manufacturing equipment Cost 8 RU, Size 3, Mass 4 1MW
A workshop-type solution for early manufacturing needs. This set contains all the necessary equipment and work benches to construct basic electronics, practice small-scale metallurgy, and turn simple raw materials into spare parts and components, and with time, more complex tools. Has a limited capability to work with Advanced parts. However, the limited use of robotics makes this manpower-intensive solution and unsuitable for large-scale manufacturing.
Provides a 8 manpower construction, mining, production or engineering slot.
-10 Penalty to working with advanced parts, can not benefit from them.
Low tech safety systems prevent critical failures.
Automated Production Line Cost 20 RU, Size 4, Mass 7 10MW
Robotics based self-contained small assembly line. Provide 10MW of power, intelligent oversight from 1 person and basic raw materials, and simply watch finished parts and components come out. Given time, it can produce all the parts of simple bots, or even an unassembled copy of itself. The basic model is unable to produce Advanced Technology parts, such as optronic circuitry. As these units are often used to provide basic manufacturing capability on remote locations with manpower concerns, they have been optimized for batch type work. This makes the units more complex and overall only somewhat faster than manual labour from a skilled team with basic facilities. As such, it requires high-maintenance, though all the information and tools required to operate and maintain this unit safely are included.
Provides a 1 manpower production slot at +10.
Can not aide in engineering actions. Finished designs only.
Delicate systems more prone to failure. -10 to critical failures and repair actions.
Automated Bot Assembly Line: Cost 18 RU, Size 4, Mass 6 8MW
A dedicated assembly line programmed to build a variety of bots from preprogrammed templates. In addition to modern-day optronics-based mining and construction bots, it is equipped with schematics for older models of bots as well. The system is rugged and reliable, used in several asteroid belt bases to build their own bots on site. Retasking it to build anything else will be problematic however due to need for significant retooling.
Provides a 1 manpower production slot at +20, to build robots only.
Can only build existing bots, first time production of new models at +0 instead of +20.
Advanced System.
My First Factory kit Cost 40 RU, Size 10, Mass 20 20MW
A package of parts and equipment simply waiting to be assembled at a suitable location and plugged to a power generator. Once finished, this heavily automated batch-type industrial unit is capable of turning raw materials into any finished basic technological product, up to the size of a semi-truck and to the complexity of a simple Bot in a single go. Given time and resources, this facility can produce Advanced parts, and eventually produce components to assemble another one like it. Due to heavy use of robotics, expert systems and simple 3D printers, along with in-built ore processor and electronics fabricator, only a single person is required to oversee the entire factory and blueprints can be directly fed to the system to being production of the intended finished component or product. Compared to simpler automated systems, this unit is highly effective and productive. You only need 20 MW of power, along with unprocessed requisite raw materials (though availability of pre-processed materials speeds up the function of this unit). Users however often note that complexity of this unit also results in high maintenance demand and periodic breakdowns.
Provides a production +20 or engineering +0 slot for 1 manpower.
Can produce and work with advanced parts at no penalty.
Advanced Technology.
Delicate systems more prone to failure. -10 to critical failures and repair actions.
Ore Processor Cost 6 RU, Size 4, Mass 5 2MW
Basic, rugged design intended to crush rock and ore, and separate materials within by weight, density and/or magnetic properties.
Can process 1 unit of ore with little oversight (0.1 manpower) into component materials.
Reduces penalties for using unprocessed ore.
Designed to work with a metallurgy facility or fed directly into a factory.
Stupid color tags hit the limit. See the second post for remaining cargo.